// minimal vertex shader
// www.lighthouse3d.com

uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;

void main() {	

	// the following three lines provide the same result

//	gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
//	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	//gl_Position = ftransform();
	
	gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * gl_Vertex;
}